I have a base map file which has just a skybox, floor and the vehicles.
This map is what I used to fine tune the scripting.
I can send you a copy of the map just send me a private message with your email address
Search found 62 matches
- Tue Jan 06, 2004 12:49 am
- Forum: Mapping
- Topic: vis groups
- Replies: 8
- Views: 161
Manual VIS
Manaul VIS works well with larger maps.
Basically you make some big brushes and make them VIS.
Give them targetnames and target each of them to any other VIS brush
that you don't want to render when inside the parent.
Be sure to set VIS_DERIVED in worldspawn to only use manual VIS.
On my full ...
Basically you make some big brushes and make them VIS.
Give them targetnames and target each of them to any other VIS brush
that you don't want to render when inside the parent.
Be sure to set VIS_DERIVED in worldspawn to only use manual VIS.
On my full ...
Hail to the king.......
King Tiger 2 has drivable king tigers and shootable flaks.
There are a number of issues however. Late in the map development I added a script which auto hands out heavy shells and plays music when players are in spectator.
Unfortunately most servers didn't load the MP3 music onto the server which ...
There are a number of issues however. Late in the map development I added a script which auto hands out heavy shells and plays music when players are in spectator.
Unfortunately most servers didn't load the MP3 music onto the server which ...
- Tue Oct 28, 2003 6:08 am
- Forum: Mapping
- Topic: missing faces in maps
- Replies: 6
- Views: 285
- Tue Oct 28, 2003 6:05 am
- Forum: Mapping
- Topic: missing faces in maps
- Replies: 6
- Views: 285
Oh man, bin down that road
I have witnessed this before.
KT2 has a long underground tunnel at 45 degress (big mistake)
Some of the poly's on a brush would not render, and it would change between BSP compiles (drove me crazy)
I tried everything, manual moving points etc etc.
There was a solution......... and only one ...
KT2 has a long underground tunnel at 45 degress (big mistake)
Some of the poly's on a brush would not render, and it would change between BSP compiles (drove me crazy)
I tried everything, manual moving points etc etc.
There was a solution......... and only one ...
- Fri Oct 24, 2003 3:33 am
- Forum: Public Releases
- Topic: King Tiger 2
- Replies: 1
- Views: 322
King Tiger 2
See new map releases
Posting here as well cos it's where all the traffic is
Posting here as well cos it's where all the traffic is
- Thu Oct 23, 2003 8:49 am
- Forum: Public Releases
- Topic: KING TIGER 2
- Replies: 3
- Views: 453
Screen Shots
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0031.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0033.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0034.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0038.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0043.jpg
http ...
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0033.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0034.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0038.jpg
http://bso.moore.com.au/bod/KT2/ScreenShots/shot0043.jpg
http ...
- Thu Oct 23, 2003 8:45 am
- Forum: Public Releases
- Topic: KING TIGER 2
- Replies: 3
- Views: 453
KING TIGER 2
Well I'll start this thread for saying sorry for the delay. I should have released
this map about 2-3 weeks ago. I had a lot of trouble rendering the BSP because I found out about Vis_derived very late (see other thread).
Still a couple of bugs, mainly with the 88mm Anti Tank Cannon's but I'm ...
this map about 2-3 weeks ago. I had a lot of trouble rendering the BSP because I found out about Vis_derived very late (see other thread).
Still a couple of bugs, mainly with the 88mm Anti Tank Cannon's but I'm ...
- Thu Oct 23, 2003 8:43 am
- Forum: Mapping
- Topic: Vis-dirived?
- Replies: 2
- Views: 136
VIS_DERIVED
Had a lot of trouble rendering the BSP for my large map (as big as the editor allows)
I stopped the first render at 360 hours. Did some reading on the forums and spent a
couple of days setting up manual VIS. It rendered, after 6.5 days.
I read JV's compile guide but he does not use manual vis ...
I stopped the first render at 360 hours. Did some reading on the forums and spent a
couple of days setting up manual VIS. It rendered, after 6.5 days.
I read JV's compile guide but he does not use manual vis ...
- Thu Oct 23, 2003 4:20 am
- Forum: Scripting
- Topic: Sound Crashing Server
- Replies: 18
- Views: 728
Well I found I had a hacked ubersound.scr living in my ubersound folder, it had just about everything set as obj or dm. I had seen other maps with this file included I must have extracted it a while ago and forgot about it.
So I got rid of it and surprise surprise it appears to be working fine.
I'm ...
So I got rid of it and surprise surprise it appears to be working fine.
I'm ...
- Wed Oct 22, 2003 8:01 am
- Forum: Scripting
- Topic: Sound Crashing Server
- Replies: 18
- Views: 728
:(
There isn't that many new sounds i'm adding, so the ubersound defaults must be close to breaking point.
JV I removed you local.master code and tried it with just a hacked ubersound and it did the same thing, so it's not your code.
Is there an "Un Alias" or "Clear Alias" ? Cos there are a bunch ...
JV I removed you local.master code and tried it with just a hacked ubersound and it did the same thing, so it's not your code.
Is there an "Un Alias" or "Clear Alias" ? Cos there are a bunch ...
- Mon Oct 20, 2003 12:42 pm
- Forum: Scripting
- Topic: Sound Crashing Server
- Replies: 18
- Views: 728
- Mon Oct 20, 2003 8:53 am
- Forum: Scripting
- Topic: Sound Crashing Server
- Replies: 18
- Views: 728
- Mon Oct 20, 2003 8:28 am
- Forum: Mapping
- Topic: Honey, I Shrunk The Kids
- Replies: 11
- Views: 314
- Mon Oct 20, 2003 8:23 am
- Forum: Scripting
- Topic: Sound Crashing Server
- Replies: 18
- Views: 728